XCOM 2 Ability Cooldown Comparison (Turn Counts)

How long is each XCOM 2 ability cooldown? Compare 15 fixed turn counts from Aid Protocol (1) to Null Lance (5). Firaxis Wiki class cooldown table here.

Visual comparison

Linear scale: bar lengths are directly proportional to value, relative to the largest entry.

Hail of Bullets5 Turns
Saturation Fire5 Turns
Null Lance5 Turns
Haywire Protocol4 Turns
Reaper4 Turns
Serial4 Turns
Demolition3 Turns
Chain Shot3 Turns
Rupture3 Turns
Run and Gun3 Turns
Lightning Hands3 Turns
Kill Zone3 Turns
Soulfire3 Turns
Deadeye2 Turns
Aid Protocol1 Turns

All values

Click any row to load it as Entry A.

NameValueContextSource

About this converter

XCOM 2 soldier abilities recharge on fixed turn cooldowns, and this page compares 15 of them from Firaxis data. Aid Protocol returns in 1 turn, Deadeye in 2, a band of Grenadier and Ranger workhorses at 3, Haywire, Reaper and Serial at 4, and the heavy ordnance at 5. Figures come from the XCOM Wiki class pages for Specialist, Grenadier, Ranger, Sharpshooter and Psi Operative. Per-mission charges like Combat Protocol and Domination stay out since charges never sit beside turn cooldowns. Rapid Fire counts only under War of the Chosen rules and stays out for the same reason.

How to use it

Pick two abilities and a unit in the top row. The three boxes below stay linked. Change any box and the other two update. Try 1 Hail of Bullets against Aid Protocol to see the 5 to 1 gap. Then test Haywire Protocol against Deadeye to compare 4 turns with 2.

Ammo costs ride alongside several rows: Demolition, Chain Shot and Rupture each spend 2 to 3 ammo on top of their cooldowns. Threat Assessment stretches Aid Protocol from 1 turn to 2. Null Lance reads 5 turns on the Wiki table, correcting the guessed 4. Serial chains kills without an ammo cap, which is why its 4 turn cooldown balances entire pods.

FAQ

Which ability cools down longest?

Hail of Bullets, Saturation Fire and Null Lance at 5 turns each.

Are charge abilities included?

No. Per-mission charges like Combat Protocol never sit beside turn cooldowns.

Does ammo matter too?

Yes, Demolition through Rupture spend 2 to 3 ammo on top of cooldown turns.

Is Rapid Fire included?

No. Rapid Fire has a 5 turn cooldown only in War of the Chosen, so it stays out of base rows.

Sources

  • Firaxis XCOM 2 game data (soldier ability cooldown turns)
  • XCOM Wiki Specialist, Grenadier, Ranger, Sharpshooter and Psi Operative class pages (cooldown cross-check)

Last verified: 2026-10-06 · 15 entries

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